What follows is a conversion of the Star Wars d20 Revised Core Rulebook. Some entries have been ported over from the previous edition's conversion, as they have not changed (or have not changed significantly). This file is meant to be self-inclusive, representing the material from the book that is not available in published D6 format. There are still some interesting tidbits that did not make the changeover to the Revised Core Rulebook (Dugs, for example), so the original conversion might also be of some interest to the reader.

- Brief Overview -

This is it: the Revised Core Rulebook for the d20 Star Wars role-playing game. The production values of this edition are top notch, and the art, lay-out, and design that we've come to expect from WOTC is in full swing with this product. The book is hard-bound, the binding and paper are of excellent quality, the print and typesets are clear and legible, and everything is in full color.

My initial impressions are that I like the lay-out and design of this edition more than the last one. There is a lot more material packed between the covers of this book, and this is obvious when you take into account that it weighs about three pounds. Most of what is present won't be much help for a D6 campaign, since it's a lot of d20-specific rules, although there is some informative information concerning the background of the setting, NPCs, the Force, etc.

What's new and never before seen in this edition? You'll find a couple of alien species from Episode II, several new vehicles, a couple of new starships, and a handful of creatures and droids. A good bit of the content that is new to this edition has, unfortunately, seen print in earlier supplements and/or magazines.

Should you buy it? That depends largely on a) whether or not you intend to play d20, and b) whether or not you own the original edition of the d20 Star Wars RPG. If you intend to play d20, then you're going to need this book. It features several major and minor updates to the d20 Star Wars rules, and future products will doubtless cater to these changes. If you play D6 and own a copy of the old d20 Star Wars rules, you might not get your money's worth. At $39.95 (reduced to $27.97 on Amazon by a hefty 30% discount), this book isn't a small investment.

Geonosian Worker (RCRBd20, pages 321-322)
Average Geonosian Worker. Dexterity 2D, Knowledge 1D+1, Mechanical 1D+2, Perception 1D+2, Strength 2D+1, Technical 2D.
Home Planet: GeonosisAttribute Dice: 11DDEXTERITY 1D+1/4DKNOWLEDGE 1D/3D+2MECHANICAL 1D/3D+2PERCEPTION 1D/3D+2STRENGTH 2D/4D+1TECHNICAL 1D/4DSpecial Abilities:Natural Armor: Due to their thick chitinous shells, Geonosian workers gain a +2 pip bonus to Strength rolls made to resist any form of damage.Radiation Resistance: Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.Story Factors:Caste-Driven Society: Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.Move: 10/12Size: 1.6 meters tall

Geonosian Aristocrat (RCRBd20, pages 321-322)
Average Geonosian Aristocrat. Dexterity 2D+2, Knowledge 2D, Mechanical 1D+2, Perception 2D, Strength 1D+2, Technical 2D.
Home Planet: GeonosisAttribute Dice: 12DDEXTERITY 2D/4D+2KNOWLEDGE 1D/4DMECHANICAL 1D/3D+2PERCEPTION 1D+2/4D+1STRENGTH 1D/3D+1TECHNICAL 1D+1/4DSpecial Abilities:Flight: Geonosian aristocrats have wings, and are able to fly.
Natural Armor: Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage.Radiation Resistance: Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.Story Factors:Caste-Driven Society: Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.Move: 10/12 (walk), 16 (flight)Size: 1.7 meters tall

Burst of Speed (Adapted from RCRBd20, page 107; SWd20, page 99)
Control Difficulty: ModerateRequired Powers: Enhance AttributeEffect: A Jedi can use this power to enhance his Move rating, increasing his running and walking speeds dramatically for a short period of time. Both the duration and Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. The duration can be increased by spending character points  for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.

Control Roll > Difficulty By:

Move Increase

Duration

0-8

+5

4 Rounds

9-20

+10

3 Rounds

21+

+15

2 Rounds

Alter Powers

Force Flight (Adapted from RCRBd20, page 108)
Alter Difficulty: Equal to the number of meters the Jedi wishes to move himself (20 meters maximum).Required Powers: Concentration, TelekinesisEffect: Using this power instead of walking, a Force-user can physically move himself a number of meters either horizontally or vertically. The difficulty of the Alter roll for this ability is equal to the number of meters that the Jedi wishes to move himself, but under no circumstances can the distance be greater than 20 meters. If the Force-user has not landed by the end of the round, he may suffer falling damage (GM's discretion).

Force Strike (Adapted from RCRBd20, page 88)
Alter Difficulty: Target's Control or Perception Roll, modified by proximity.Required Powers: Concentration, Injure/Kill, Life Detection, Life Sense, TelekinesisWarning: A character who uses this power to injure a living being (or beings) automatically receives a Dark Side Point.
Effect: With this power, a Jedi may use the Force to strike up to four adjacent targets. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Perception roll to resist the attack, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects.

Alter Roll > Difficulty By:

Effect

0-9

Target suffers 3D Damage

10-19

Target suffers 4D Damage

20+

Target suffers 5D Damage

Note: It seems as if this power was made to replace the "Force Push" power in SWd20. Each has a different effect, so feel free to use them both if you like.

Control and Alter Powers

Create Force Talisman (Adapted from the Force Adept ability, RCRBd20, page 56; SWd20, page 52)
Control Difficulty: Moderate.Alter Difficulty: Difficult.Required Powers: Concentration, Control Another's Pain, Control Pain, Force Weapon, Transfer Force.Effect: By using this power and spending a Force Point, a Force user can imbue an item of personal significance with Force energy, thereby creating a Force Talisman. A Force Talisman grants its possessor a bonus to resist Force powers, adding this bonus to any rolls made to resist hostile Force powers. A Force user can only possess one Talisman at a time. The bonus granted by the Talisman depends on the amount by which the Force user succeeds at his Alter skill roll.

Alter Roll > Difficulty By:

Resistance Bonus

0-8

+2 pips

9-16

+1D

17+

+1D+1

Enhance Another's Attribute (Use in place of "Force Mind", RCRBd20, pages 108-109; SWd20 pg 100)
Control Difficulty: Easy, modified by relationship.Alter Difficulty: Moderate.Required Powers: Enhance Attribute, Control Another's Pain, Transfer ForceEffect: A Jedi can use this power to enhance a single attribute for one being for a limited amount of time. All skills covered by the attribute are increased by the same amount for as long as the power remains in effect. An attribute increased by this power remains enhanced for the duration listed below. Both duration and attribute increase are determined by the amount the Jedi's Alter roll exceeds the difficulty. Duration can be increased by spending character points  for each character point spent, the duration increases by one combat round. These points can be spent at any time before the power fades. A Jedi can only increase on attribute at a time. If a character attempts to enhance a second attribute, the first enhancement fades and the second is increased.

Alter Roll > Difficulty By:

Attribute Increase

Duration

0-13

+1D

3 Rounds

14-25

+2D

2 Rounds

26+

+3D

1 Round

Force Weapon (Adapted from the Force Adept ability, RCRBd20, pages 55-56; SWd20, page 52)
Control Difficulty: Equal to the melee weapon's base difficulty (ie, a knife is Very Easy).Alter Difficulty: Moderate.Required Powers: Concentration.Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.Effect: A Force user with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Force user's personal weapon, and only while he uses the weapon himself. The power lasts for five rounds, after which time it must be activated again. The amount by which the Alter skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit. Note that this damage will allow a weapon to exceed its listed Maximum Damage (if any).

Alter Roll > Difficulty By:

Damage Increase

0-8

+1 pip

9-16

+2 pips

17-24

+1D

25+

+1D+1

Sense and Alter Powers

Friendship (Adapted from RCRBd20, page 89; SWd20, page 86)
Sense Difficulty: Target's Control or Perception roll.Alter Difficulty: Very Easy against a person or animal that has no reason to mistrust you, or who wants something from you (an eager salesman, for example). Easy against a person or an animal who is neutral or indifferent to you. Moderate against a wild animal, or a person who has a societal reason to dislike you (i.e., prejudice). Difficult against a hungry predator, or a person who has a personal reason to dislike or hate you. Very Difficult against a person who is a sworn enemy, or an animal who is starving, angry, or wounded.Effect: Proper application of this power can calm a hostile person or animal. Use of Friendship employs calming emotions that can cause enemies to re-think their motives, or open them up to discussion and parley. Friendship does not make them forget past events (such as when you tried to kill them), but it might give you a chance to bring about a peaceful solution to a disagreement. The target of Friendship will remain calm until a situation occurs that alters that state. A bonus granted to all Bargain, Command, Con, or Persuasion rolls made against the target following the use of Friendship is based on the amount by which the Sense roll exceeds the target's Control or Perception roll.

Energy Balls (RCRBd20, chart, page 132; SWd20, chart, page 116)These are the blue energy balls used as missile weapons by Gungans. They can be thrown like grenades, but are generally hurled with an atlatl or a cesta. Damage from energy balls is considered to be energy damage (as opposed to physical damage) insofar as armor value is concerned. According to the "Secrets of Naboo" supplement (which gives more detail on energy balls), energy balls function just like ion cannons do (refer to SWD6, page 127, and the effects of ionized controls on page 128), and come in two scales: character (used in atlatls and cesta) and speeder (used in the Gungan Battle Wagon Mk. II's catapult). In addition to use against vehicles, energy balls work against droids in a manner similar to a Jawa ionization gun. Against creatures and characters, the energy balls only inflict stun damage. The text on page 49 of SON indicates that they come in a variety of sizes, so it is possible that they are available in walker scale as well. Energy balls do 3D ionization and/or stun damage, adjusted for scale.

Ion Gun, Pistol (RCRBd20, page 137; SWd20, page 120)
Model: Generic Ion PistolType: Ion GunScale: CharacterSkill: Blaster: Ion PistolAmmo: 30 (power packs: 25)Cost: 250Availability: 2; RFire Rate: 1Range: 3-8/16/24Damage: 4DGame Notes: Ion guns fire streams of energy that wreak havoc on electrical systems, and they are usually employed against droids, light vehicles, and some types of equipment. When used normally, an ion gun fries a droid's circuits and internal components, inflicting lethal damage. If set to "stun," it works much the same as a blaster set on stun works against organic opponents. A droid stunned in such a way is out of commission for 2D minutes. An ion gun's blast has no effect on organic targets, unless such targets have cybernetic replacements.

Lightsaber, Double-Bladed (RCRBd20, page 134; SWd20, page 117)
Model: Double-Bladed LightsaberType: Lightsaber: Double-Bladed LightsaberScale: CharacterCost: Not available for saleAvailability: 4, XDifficulty: DifficultDamage: 5DGame Notes: Proper use of a double-bladed lightsaber requires the specialization "Lightsaber: Double-Bladed Lightsaber." Without the proper specialization, the difficulty to use a double-bladed lightsaber is one grade higher than normal (ie, Very Difficult), and none of the special benefits of the double-bladed lightsaber may be used. If used with only a single blade projected, a double-bladed lightsaber is treated as if it were a normal lightsaber. If properly trained, a Jedi wielding a double-bladed lightsaber gains a +5 bonus to all parry rolls made when both lightsaber blades are extended.

Amphistaff (RCRBd20, sidebar, page 356; SWd20, page 255)
Model: Yuuzhan Vong AmphistaffType: Multi-purpose melee weaponScale: CharacterSkill: Melee Parry: Amphistaff, Melee Weapons: Amphistaff
Cost: Not available for saleAvailability: 4, XDifficulty: Varies (see below)Damage: Varies (see below)Game Notes: The amphistaff is an organic weapon used by the Yuuzhan Vong. If used by someone familiar with its various functions, the amphistaff can be used as a quarterstaff, a two-headed spear (adds +1D to all parry rolls), a whip (adds +1D to attempts to disarm or entangle an opponent; successful hits with the whip inject venom), or a whip-spear (which shares the qualities of both the whip and the spear, though the granted bonuses are only +2 pips). In addition, the amphistaff can spit venom, or inject it with a successful whip hit that results in a damage result higher than Stunned. Either way, a victim affected by amphistaff venom must succeed at a Very Difficult Strength check. If injected, the poison reduces the victim's Dexterity score by 1D (cumulatively). If the poison is sprayed into a victim's eyes, blindness results. The effects last until the venom is treated. Statistics for amphistaff weapons are listed below:

Amphistaff Mode

Difficulty

Range

Damage

Max

Quarterstaff

Easy

Melee

STR+1D+1

5D

Two-Headed Spear

Moderate

Melee

STR+2D

7D

Whip

Moderate

Melee

STR+1D+2

6D

Venom Spitter

n/a

1-3/10/20

Poison

n/a

Blorash Jelly (RCRBd20, sidebar, page 356; SWd20, page 255)Blorash jelly is an amorphous, sticky blob. When struck, a character must succeed at a Difficult Dodge roll or be pinned and unable to move. Even if this Dodge roll succeeds, the character can only move at half speed, and his Dexterity is penalized by -2D. Removing the blorash jelly requires either a Very Difficult Strength roll, or a Difficult Knowledge roll. Alternately, either an energy weapon or a cutting weapon can be employed, but this requires a damage roll against a Strength of 3D+1 that results in either a Incapacitated or Dead wound result.

Gnullith (RCRBd20, sidebar, page 356; SWd20, page 255)A gnullith is an organic breath mask that sticks a proboscis down the user's throat, allowing him to breath any non-corrosive gas, or underwater. To successfully employ a Gnullith requires a Moderate Strength check, which can be attempted once per round.

Ooglith Masquer (RCRBd20, sidebar, page 356; SWd20, sidebar, page 244)The ooglith masquer, similar to the ooglith cloaker, covers its user's body with a convincing disguise. Each masquer is engineered to mimic a specific species. When used, an ooglith masquer grants a Yuuzhan Vong a +3D bonus to his Con: Disguise skill roll. Just like the ooglith cloaker, the masquer is painful to wear, and inflicts 2D damage every time it is worn. It can also be removed by pressing a hidden organ.

Razorbug (RCRBd20, sidebar, pages 356-357; SWd20, page 255)
Model: Yuuzahn Vong RazorbugType: Organic Thrown WeaponScale: CharacterSkill: Thrown Weapons: RazorbugAmmo: 1Cost: Not available for saleAvailability: 4, XFire Rate: 1Range: 1-6/20/40Damage: 3D+1Game Notes: Razorbugs are used as thrown weapons by the Yuuzahn Vong, and guide themselves towards their targets. If they miss, they will return to the thrower at the end of the following round. The razorbug guides itself to the target, granting a +1 pip bonus to the thrower's skill roll. If the razorbug hits its target, it uses its claws to burrow deeper into the wound on the following round (doing another 3D+1 of damage) unless it is removed first.

Thud Bug (RCRBd20, sidebar, page 357; SWd20, page 255)
Model: Yuuzhan Vong Thud BugType: Organic Thrown WeaponScale: CharacterAmmo: 1Cost: Not available for saleAvailability: 4, XFire Rate: 1Range: 1-6/20/40Damage: 4DGame Notes: The thud bug, unlike the razorbug, is not thrown. Instead, it is released, and guides itself towards its target with an attack skill of 5D. A thud bug that misses its target will continue to attack each round until it either hits, or is destroyed. If it hits, it inflicts the listed damage. The target must also make a Moderate Strength roll to keep his footing, otherwise he is knocked prone. Once the bug hits, it returns to its dormant state until activated again.

Tsaisi (RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)
Model: Yuuzhan Vong TsaisiType: Multi-purpose melee weaponScale: CharacterSkill: Melee Parry: Tsaisi, Melee Weapons: Tsaisi
Cost: Not available for saleAvailability: 4, XDifficulty: Varies (see below)Damage: Varies (see below)Game Notes: The tsaisi is a shorter version of the amphistaff. When used by a skilled combatant, it can be used as a baton, a two-headed dagger (adds +2 pips to all parry rolls), a lash (adds +2 pips to attempts to disarm an opponent; successful hits with the lash also inject the target with venom), and a lash-dagger (which shares the qualities of both the lash and the dagger, though the granted bonuses are only +1 pip). Like the amphistaff, it can also spit venom. The venom is injected when a successful hit with the lash inflicts a damage result higher than Stunned, and effects are the same as for the amphistaff. Statistics for the tsaisi's different weapon modes are listed below.

Tsaisi Mode

Difficulty

Range

Damage

Max

Baton

Easy

Melee

STR+1D

4D

Two-Headed Dagger

Moderate

Melee

STR+1D+2

6D

Lash

Moderate

Melee

STR+1D+1

5D

Venom Spitter

n/a

1-2/5/10

Poison

n/a

Villip (RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)Villips are used by the Yuuzahn Vong to communicate over long distances, and they function just as detailed in the SWd20 core rules. Learning how to awaken and use a Villip requires a Difficult Knowledge check.

Kouhun (RCRBd20, page 337)
Dexterity 5D+1sting 6DPerception 1Dhide 3D, search 3D, sneak 3DStrength 0D+1Special Abilities:
Poisonous Sting: While a successful attack does no damage, the sting of a kouhun is very poisonous. Anyone stung by a kouhun takes 10D of poison damage. Note that the sting of a kouhun will not penetrate armor, and must strike an exposed portion of the target.
Stealthy: Kouhun gain a +2D bonus to both Hide and Sneak skill checks.Move: 6Size: Up to 30 centimeters long

E522 Series Assassin Droid (RCRBd20, pages 374-375; SWd20, page 294)
Dexterity 3Dblaster 6D+1, dodge 4D+2, melee parry 4D, melee weapons 4D, missile weapons 4D+2Knowledge 2Dintimidation 3D, survival 5DMechanical 1D
Perception 2Dhide 4D+1, search 3D+2, search: tracking 4D, sneak 4D+1Strength 5Dbrawl 6D+2Technical 1D
Equipped With:Heavy repeating blaster (Damage is 8D, range 3-75/200/500)
Ion cannon (Damage is 4D+2 versus droids, no effect on humans, range 3-30/60/90)
Needler gun (Range is 3-10/30/60, see below for other details)
Hunter-seeker missiles (Range is 40/80/160, blast radius is 0-4/8/12/16, and damage is 7D/5D+1/3D+2/2D, see below for other details)
Heavy armor (Adds +2D to Strength rolls to resist damage)
Infrared vision (The droid can see in the dark up to 30 meters)
Weapon mounts x2 (The droid has one or more appendages that have weapons attached to them)
Locked access (The droid's shut-down switch is secured or internally located)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)Equipment Notes:
Needler Gun: This needler gun is loaded with darts that contain a paralytic poison. The darts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject their poison. The target of such an attack must succeed at a Difficult Strength check or be paralyzed and unable to move for 1D x 40 minutes (40-240 minutes). No ammunition total is listed, so assume the needler gun carries enough darts for ten shots.Hunter-Seeker Missiles: In order to get a missile lock on a target, the droid must make a successful Missile Weapons skill roll, the difficulty of which is based on range. If the target is aware of the droid, it may attempt a Dodge skill roll. If the lock-on is successful, the droid may fire the missile in the following turn. The missile rolls its skill score of 6D+2 to hit the target it has locked onto, with the difficulty based on range and other appropriate modifiers. A successful to-hit roll indicates that the target suffers damage. If the missile's to-hit roll fails by less than eight points, it is allowed to make another attack roll on the following turn. If the to-hit roll fails by nine or more points, the missile deviates and explodes like a grenade (refer to the rules for grenade deviation, SWD6, page 92). No ammunition total is listed, so assume the droid has enough missiles for six shots.Move: 6Size: Unlisted (medium)Cost: 12,500

- Existing Material References -

Below, you will find references to just about everything in the Revised Core Rules that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. Be warned, I only plan to list up to three or four references for each entry.